Spartan Ranch by SirRomin
Fallout 3 » Buildings
Added: 29/12/2012 - 12:24AM
Updated: 27/09/2014 - 03:32PM

76 Endorsements

1.0.6 Latest version

1,311 Unique D/Ls

2,080 Total D/Ls

23,923 Total Views

Uploaded by SirRomin


Last updated at 15:32, 27 Sep 2014 Uploaded at 0:24, 29 Dec 2012


"Be it ever so humble, there's no place like home". Spartan Ranch is a small suburban ranch type Player House in the Springvale area. This isn't a place for lounging around all day to admire the tapestries and pick your teeth in. This is a place for AVOIDING! Until you're tired, out of ammo, and ready to come home that is. Then it's a super place to recuperate, re-supply, and take care of business from. Especially suited to players who like cleaning out dungeons just for the fun/profit of it - the incorrigible scavenger ilk. There is a short albeit "thrillingly adventurous" quest to complete. Then comes the Lone Wanderer gets to be a squatter, and the using of house and all the high-tech stuff part.


The Securing Spartan Ranch quest is a very basic quest with a mere four (4) objectives. While the in-game quest notes (one added automatically and one on the front porch) can provide helpful information, it's altogether possible to complete the quest itself by simply following the PIPBOY QUEST MARKERS and using some common sense. You shouldn't have to steal anything or kill any friendlies to complete the quest. I would highly recommend NOT using any mod which changes Moira Brown herself, or otherwise causes her to leave Craterside Supply. At least not until the quest Securing Spartan Ranch is finished. If you do get stuck, and are at your wits end, please feel free to PM me (last teensy-weensy icon in the "Actions:" row) with any quest related problems instead of posting a SPOILER COMMENT

If you're having trouble "decrypting" my somewhat grammatically incorrect, alternate time-line, future post-apocalyptic version of Lowland Scots in the quest notes, or find them too confusing, try: The Online Scots Dictionary


The gizmos in this mod can increase immersion significantly thus making the game seem like it's taking much longer to play due to fast travel becoming a true OPTION instead of a tedious, and time consuming economic necessity. No more fast traveling ten times per dungeon to get your loot back. Just temporarily put it in any convenient container. Then when you're outside and have a good satellite signal, use the ZAD to send it back to the house so you can continue exploring the wasteland from that point.

The My GAL World Explore Model computer system with its high-tech, "pre-war experimental item sorter" can save countless hours of tedious manual sorting and containerizing of the hundreds, or even thousands of pounds of loot you've acquired by scavving the Wasteland and then "teleported" back to the ranch with the ZAD.

The Merchant Portals allow you to conduct business over an experimental, pre-war network that uses molecular manipulation to function. Much like present day on-line shopping married to sci-fi "teleporter technology" might work. The advantages are: that when back at the ranch you are no longer forced to waste time finding a merchant to buy from, sell to, or have your equipment repaired by. Just go "online" and do it instantly. In addition, every cap you spend on merchant repairs goes back into the economy so that merchants you do business with will have more caps with which to buy your loot.


NUMBER 10. Antique Nuka-Cola Fridge: Full Vending Machine functionality.

NUMBER 9. Agent's 10mm Pistol: Silenced 10mm pistol with specs close to Col. Autumn's 10mm Pistol.

NUMBER 8. Bobblehead Stand: Custom Bobblehead stand which will also add new copies of pre-existing Bobbleheads from default stands (if any), and add default versions to Megaton and Tenpenny stands when new ones are placed on it.

NUMBER 7. Quicksilver Armor: Unique stealth Combat Armor enchanted to enhance sneak and provide a stealth field similar to the Chinese Stealth Armor in Operation: Anchorage DLC.

NUMBER 6. Workbench: Standard Workbench

NUMBER 5. The Coffee Maker FU2: Pre-war molecular technology based filtration unit that looks like an ordinary Coffee Maker. Requires "ingredients", and is an atomic age "alchemy set" used to create three unique ingestibles, similar to vanilla ingestibles, only without any addictions or side effects. Two of which temporarily increase carrying capacity and can be "stacked", and the other temporarily increases damage, damage resistance, and AP.

NUMBER 4. My Wilderness Bed: Full function player bed which gives "well rested time", restores health, fixes broken bones, cures all addictions, and removes all radiation.

NUMBER 3. Merchant Portals: Game-tested - experimental, "pre-war technology" Barter and Repair Services portals programmed for a few select merchants who provide both, providing they're still alive and/or open for business. Saves time and caps stay in circulation, keeping the economy healthy. Caravan Merchant repair skills still increase with any investments you make as usual. Moira Brown's repair skills will also increase as usual, given the right circumstances.

NUMBER 2. My GAL World Explorer Model: Computer system with an item sorter which sorts, and stores in containers, almost everything except weapons and armor. Features an integrated "item teleportation function" for sending goods to remote containers located in areas with several various merchants.

NUMBER 1. ZeeAxis Device: Portable "pre-war technology" item teleportation device. When used, will "teleport" any amount of loot home from nearly anywhere (nonfunctional in Anchorage & unusable in Zeta) to sort/store, and deal with later, when it's convenient to do so. Fast travel only if/when you choose to.


An issue was discovered with Small Wasteland Camp mod, which is located near Spartan Ranch in the Wasteland. Even though FO3Edit shows no conflicts at all, testing revealed that loading them together 'may' cause game crashing.

Please see the ReadMe (included with download or click the link above) for important issues and stuff.


I make every effort to correct any problems which are reported to me, although as of this writing only a few minor ones have arisen. Please click "Latest Version" to view the complete change log.


I adamantly subscribe to whatever school of thought believes that MOD AUTHORS, after finishing their mod(s), should be responsible enough to check for errors, debug, clean, and do thorough in-game testing before uploading their work for others to download and use. Unfortunately not all mod authors take these steps. Therefore, it behooves MOD USERS to at least check the mods they intend to use, for errors and dirty files, with an appropriate utility (e.g. OBMM, TES4Edit, FO3Edit, Wyre Bash, etc.) before their game gets broken - and out of sheer frustration they're compelled to give up, re-install it, and start a new game. Been there, done that.

Despite the fact that some
dirty mods may never cause a single problem, many may be potential time bombs! And as far as your game is concerned, using them without the precaution of CLEANING is tantamount to playing some sort of cyber Russian roulette with your computer by trying to get by without Anti-virus/Malware protection. Yeah, good luck with that. Seriously... it's just not worth the risk. Therefore, this mod has been CLEANED WITH FO3Edit to help prevent potential conflicts with other mods due to "DIRTY FILES".


I welcome feedback and constructive criticism. Your opinion is VERY IMPORTANT! After you've tried it on for size, and checked it out for a while, please consider giving me some feedback in the comments section (temporarily locked due to spoiler comments) on what you like or dislike about this mod.

REMINDER: Endorsements are a cost free way for mod users to express their appreciation for, and approval of, the effort that went into the creations they like... to the mod authors who have chosen to share their work with the community. Nexus members are allowed to endorse any number of mods they choose to, shortly after downloading them.


Bethesda Game Studios
The FO3 G.E.C.K. Wiki.
The TESCS Wiki.
ElminsterEU for FO3Edit.
Fallout3 Training Manual for FO3Edit
Drew "General Grimm" Madsen
The fallout3nexus community


INSTALL: Unzip to, copy/paste to, or otherwise add SpartanRanch.esp to your FO3 Data folder and activate with Fallout Mod Manager, Fallout Launcher, or Nexus Mod Manager.

UN-INSTALL: Delete SpartanRanch.esp from your FO3 Data folder.




In the year 2076: Earth was on the brink of nuclear Armageddon. Robert Seven was a young man in his mid-twenties. An entrepreneur, businessman, and inventor. Robert earned the majority of his income by purchasing salvage, consumer goods, and other various and sundry commodities, which he then sold, usually in quantity, at a marginal profit.
He was also a hired hand enjoying a substantial monthly retainer from Tachyon Information Technologies. A large, semi-clandestine corporation which sub-contracted for the U.S. government and military. When, from time to time, Tachyon contacted him to do an assignment for them, he gave it his full attention - putting everything else temporarily on hold.

Robert traveled extensively, leaving his small ranch near the quiet town Springvale, in search of lucrative business opportunities. Finding himself in a small community located in southeastern Pennsylvania late one balmy summer afternoon - he transacted some business, returned to his parking space, and leaned against the smooth, left front fender of his shiny new convertible to take in the local scenery for a moment.
He set the package he had been carrying on the hood of his expensive new sports car, folded his arms, and took a deep breath. He had just purchased a rare item from a local specialty shop, and had had it wrapped in a small, plain brown box which gave no clue as to the true value of its contents.
After several deep breaths he had become fully relaxed, and was now thoroughly engrossed in the contemplation of his beautiful surroundings. Suddenly, his gaze beheld what he perceived to be the loveliest creature he had ever seen. Blue eyes, long-blonde hair, medium height, and endowed with a chassis that put even his sleek, factory fresh Corvega Sports Edition to shame!

Noticing him out of the corner of her eye Gretchen quickly turned to appraise this mysterious; although from her perspective; incredibly handsome stranger who was casually leaning against a newer, well-polished, red and white sports car. And whom was also, to her chagrin, rudely staring directly at her svelte body. Her cheeks involuntarily flushed as she met his widening gaze. But then the warm and tender look in his otherwise somewhat sinister looking baby blue eyes told her all she needed to know. She promptly restored her composure and unconsciously flashed him her most alluring smile. A smile usually reserved for only the most important of acquaintances. A smile which incidentally, seemed to have an effect similar to headlights on a deer at night. Apparently due to a bright flash of deep golden sunlight bouncing off her glistening "pearly whites" and directly into the astonished Robert Seven's dilated pupils.

Although momentarily taken aback and unsure of exactly what he had witnessed; guiltily musing that this otherwise extremely attractice young woman might benefit from some professional dental work; Robert summarily responded in kind as he simultaneously quelled this "dark thought" which had briefly crossed his mind, and hoped against hope that it had perhaps only been a trick of light and shadow which had manifested itself from the slowly setting, now nearly amber sun.
Clutching his package, he hastily albeit suavely, started across the street to introduce himself to this ray of sunshine and ostensible pretender to the throne of "Blue Ball Goddess". Striving all the while to keep his enthusiasm driven stride to a slow, noncommittal saunter. Unfortunately, he neglected to check traffic first and narrowly avoided being struck by a largish chrome bumper on the front end of the massive, blue sedan speeding his way. He did however, eventually make it across the street without serious injury. And as he cautiously approached the still beamish Gretchen, he was soundly relieved to confirm that it had, after all, only been a trick of light and shadow as he had hoped.

Breathing a subdued sigh of relief, the now smitten Robert divined that this vision of loveliness, this true "Princess of Pennsylvania", possibly possessed the most perfect set of teeth he had ever seen, and summarily surmised that her father was either a wealthy man; or in fact, a skilled dentist. Then, overwhelmed by her radiance, he fell instantly and irrevocably in love!
Extremely impressed by the fact that under the circumstances the tall stranger had made it across the two-lane street without being killed or even soiling himself, Gretchen too succumbed to the unconscionable impact of Cupid's well placed arrow, and the two heretofore strangers soon became fast friends. And eventually..., passionate lovers.


In the year 2276: The wanderer, scavenger and doctor of medicine - Dr. Jamie McGill, stumbled upon what seemed to be an abandoned ranch house near the ruins of a once thriving town called Springvale. Not wanting to be shot at for trespassing, he knocked on the door several times, but to no avail.
Looks could be deceiving he reasoned; the outward appearance of the house notwithstanding he surmised that someone might be injured, or in need of medical assistance inside; and proceeded to pick the lock. What he was confronted with once inside frightened him so gravely, that he backed out of the door and ran several hundred yards before being attacked by two large mutant ants.
After dispatching the ferociously, formidable formicidae, and regaining his composure, he returned to the ranch grounds and began exploring. While investigating the premises he discovered a hidden box in a trash bin. It was a small box, containing a small, strange looking key. Re-mustering his courage he held his nose and re-entered the dwelling.

Dr. Jamie McGill spent the next several weeks removing dead bodies, skeletons, debris, and generally cleaning up the old, dilapidated ranch house. He found an old pre-war computer and spent the next six months getting it up and running. Luckily, he found some technical manuals to assist him in this task.
He then began living in the house, making it his primary residence, and starting his small wasteland business of part-time doctoring, scavenging, and selling whatever he could find. Survival was no picnic in the Capitol Wasteland to say the least, but he soon found that his new abode helped immensely.

Then came a time when he was offered a business opportunity that he simply could not refuse. But it meant that he would have to do some extensive traveling. Not wanting to leave the house unattended, he sent word to his nephew Gunn imploring him to travel to Springvale to house-sit until he himself would be able to return in a few months. Gunn sent word back via Caravan Merchant that he accepted. "I accept." his scribbled note had read.

However, time was of the essence and Jamie had to leave immediately or risk losing a very lucrative, once in a lifetime opportunity. He left Gunn a note written in the "old language" of his clan instructing him on how to proceed.
Although the primitive language called "Scots" had been passed down thru the members of his clan for over two hundred years - since before the time the bombs fell - he knew that his grasp of it wasn't perfect, and he even suspected that the language itself, one of the most beautiful languages he had ever heard, had probably been corrupted to one degree or another over the centuries.
He also knew that it really didn't matter at the moment. He had more important things on his mind. All that mattered was that Dr. Jamie McGill needed to leave instructions for his nephew, so that he himself might promptly begin what would undoubtedly be a very arduous journey, and this was the best way to do it. For if anyone else chanced to discover the note, they would likely have a lot of trouble deciphering it, and that after all..., was the whole point!